Mapping
Pixels or Geometry?
Let’s make a wall
Pixels?
or Geometry?
How about a brick wall?
Geometry?
or Pixels?
How about a window?
Geometry?
or Pixels?
Geometry: Pros: Fully three-dimensional Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model
Pixels: Pros: Takes less time to calculate (render) – Fast Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)
Two Parts to Mapping: 1. Making a Mapped Material Replacing a material’s color/setting with an image. 2. Assigning/Adjusting Mapping Coordinates Tells geometry what to do with the map
Base Color (diffuse) – The material’s color. Mapped Material: Base Color (diffuse) – The material’s color.
Reflection (amount) – Reflective portions Mapped Material: Reflection (amount) – Reflective portions
Transparency (amount) – Transparent portions Mapped Material: Transparency (amount) – Transparent portions
Emission (amount) – Glowing portions Mapped Material: Emission (amount) – Glowing portions
Mapping Coordinates: Assigned to geometry. Tells geometry what to do with the map: Size/Scale of materials Orientation (rotation) Pattern (tiling)
Mapping Coordinates: Size (Scale) – For humans or ants?
Mapping Coordinates: Two Types: Real-World Scale/Size – “Best” for architectural Tiling – “Manual” application/adjustments
Mapping Coordinates: Localized axes. Labeled UVW.